Fancy Videogame Party (event)
In February 2014, I co-organized this giant videogames + art party along with The Wild Rumpus, a brilliant party-planning collective. We transformed half the AGO into a multi-story videogame playground, with projected games and interactive experiences in every room. As this blog post details, the event took place Feb 21, 2014 at the AGO and sold out to over 600 attendees. I headed up some of the marketing/pr/comms efforts for the party and played a key role in the entire planning process – from DJ coordination to game setup.
Pipe Trouble (iOS / Android game)
For the game Pipe Trouble, Pop Sandbox created several full-size and compact sized arcade machines. I co-organized their placement and publicity across over 20 locations in Toronto (breweries, bars, cinemas, even Hotdocs Festival). It was unique and unconventional, because people are so used to playing games on the latest & greatest technology – this was a burst of the past but also provided a tactile way of playing the Pipe Trouble which really improved upon the core gameplay. This brought in all sorts of new audiences who felt a free arcade machine was more approachable and eye-catching than a regular gaming device.
Feeding Time (iOS / Android game)
For Incubator Game’s Feeding Time (a puzzle game about feeding animals), I created a Tumblr blog where people could submit photos of their pets eating stuff using #FeedingTime, in exchange for game promo codes. This opened the game up to a new audience of users active on social media but not necessarily active consumers of traditional games marketing.
I also came up with the idea of creating fake game posters made in the style of the game Feeding Time (an artist at the studio did the actual art). These mock screenshots imagined how a puzzle game might look with different characters; Toronto indies, Nintendo classics, and Hardcore game heroes. I coordinated with various Toronto indie devs to feature their characters and helped to grow grassroots buzz for Feeding Time by using established popular brands.
Alongside specially-featured blogs on Gamasutra (written by the developers) and a dense social media strategy including posts across various forums and websites, much grassroots attention was won for Feeding Time.
Spongelab Interactive (educational games studio)
Spongelab needed a way to stand out at a large North American science conference. So, we hid giant yellow sponges around at other peoples’ stands (with permission) together with a note to find our booth. Visitors got sponge candy in return for this deed, and we got the chance to introduce them to all of our products and sign them to our mailing list. It made the conference itself a game, therefore more memorable and engaging for participants.
While the primary push for Chat Fu was press, as we wanted other voices (than our own) to show how the game’s new but user-friendly game mechanic worked on Facebook, for Chat Fu I ran a series of themed blogs tied into social media promotion and Facebook promoted posts in order to drive up attention towards game launch. These blogs ranged from “Chat Q” interviews with the developers, to “Wednesday Warrior” revealing new game characters, and focused on GIF sharing to easily showcase the game’s art style in motion.
Laurier Scotiabank Nuit Blanche exhibit
Alongside promotional design work including posters and screen slides distributed across Laurier’s multiple campuses, I coordinated a Reddit AMA between the artist and fans. The event won the attention of hundreds of guests throughout Nuit Blanche’s 12-hour night, as well as national media attention.